Now showing 1 - 10 of 16
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Rate or Trade? Identifying Winning Ideas in Open Idea Sourcing

2016-03 , Blohm, Ivo , Riedl, Christoph , Füller, Johann , Leimeister, Jan Marco

Information technology (IT) has created new patterns of digitally-mediated collaboration that allow open sourcing of ideas for new products and services. These novel sociotechnical arrangements afford finely-grained manipulation of how tasks can be represented and have changed the way organizations ideate. In this paper, we investigate differences in behavioral decision-making resulting from IT-based support of open idea evaluation. We report results from a randomized experiment of 120 participants comparing IT-based decision-making support using a rating scale (representing a judgment task) and a preference market (representing a choice task). We find that the rating scale-based task invokes significantly higher perceived ease of use than the preference market-based task and that perceived ease of use mediates the effect of the task representation treatment on the users’ decision quality. Furthermore, we find that the understandability of ideas being evaluated, which we assess through the ideas’ readability, and the perception of the task’s variability moderate the strength of this mediation effect, which becomes stronger with increasing perceived task variability and decreasing understandability of the ideas. We contribute to the literature by explaining how perceptual differences of task representations for open idea evaluation affect the decision quality of users and translate into differences in mechanism accuracy. These results enhance our understanding of how crowdsourcing as a novel mode of value creation may effectively complement traditional work structures.

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Gamification: Gestaltung IT-basierter Zusatzdienstleistungen zur Motivationsunterstützung und Verhaltensänderung

2013-08 , Blohm, Ivo , Leimeister, Jan Marco

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Rags to Riches - How signaling behaviour causes a power shift in crowdsourcing markets

2016 , Durward, David , Blohm, Ivo , Leimeister, Jan Marco

Crowdsourcing has emerged as new form of digital work organization. This novel socio-technical ar-rangement changes the organization of work as well as its general nature. In this paper, we focus on the crowdworkers – a perspective that has been largely neglected by crowdsourcing research. We re-port results from crowdworker-interviews on two different platforms. Our research shows that quality signals of crowdworkers increase the bargaining power towards their principals, i.e. the crowdsourcers. As a result, the crowdworkers can reach a turning point of critical bargaining power at which the distribution of power shifts in their favor. We contribute to the literature by unraveling signaling behavior as mechanism influencing bargaining power and thus success in crowdsourcing. Beyond, we develop a theoretical model that indicates a shift in bargaining power over time and im-proves our understanding of crowdsourcing as novel way of organizing digital work. For practice, our results provide guidelines for crowdworkers how to improve their position in bargaining in relation to the crowdsourcer.

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Systematisierung und Analyse von Crowdsourcing-Anbietern und Crowd-Work-Projekten

2016-05 , Leimeister, Jan Marco , Zogaj, Shkodran , Durward, David , Blohm, Ivo

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Crowd Work

2016 , Durward, David , Blohm, Ivo , Leimeister, Jan Marco

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The Rise of Crowd Aggregators - How Individual Workers Restructure Their Own Crowd

2017-02-12 , Durward, David , Blohm, Ivo , Leimeister, Jan Marco , Brenner, Walter

Crowd work has emerged as a new form of digital gainful employment whose nature is still a black box. In this paper, we focus on the crowd workers – a perspective that has been largely neglected by research. We report results from crowd worker interviews on two different platforms. Our findings illustrate that crowd aggregators as new players restructure the nature of crowd work sustainably with different effects on the behavior as well as the existing relationships of crowd workers. We contribute to prior research by developing a theoretical framework based on value chain and work aggregation theories which are applicable in this new form of digital labor. For practice, our results provide initial insights that need to be taken into account as part of the ongoing discussion on fair and decent conditions in crowd work.

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How to Systematically Conduct Crowdsourced Software Testing? Insights from an Action Research Project

2016-12 , Leicht, Niklas , Blohm, Ivo , Leimeister, Jan Marco

Nowadays, traditional testing approaches become less feasible – both economically and practicably - for several reasons, such as an increasingly dynamic environment, shorter product lifecycles, cost pressure, as well as a fast growing and increasingly segmented hardware market. With the surge towards new modes of value creation, crowdsourced software testing (CST) seems to be a promising solution to effectively solve these problems and was already applied in various software testing contexts. However, literature so far mostly neglected the perspective of an organization intending to crowdsource tasks. In this study, we present an ongoing action research project with a consortium of six companies and present a preliminary model for crowdsourced software testing in organizations. The model unfolds necessary activities, process changes, and the accompanied roles for crowdsourced software testing to enable organizations to systematically conduct such initiatives and illustrates how test departments can use crowdsourcing as a new tool in their department.

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Gamification: Design of IT-Based Enhancing Services for Motivational Support and Behavioral Change

2013-08 , Blohm, Ivo , Leimeister, Jan Marco

NikeFuel is the fuel of the Nike+ community. A fuel that has made two million users burn more than 68 bn. calories and that proliferates with each kilometer. The athletic performance of Nike+ users is measured via sensors in Nike sports shoes and an Apple iPod or iPhone, documented on the Nike+platform and converted into NikeFuel. In doing so, users may visualize their progress, compare their performance with others, and obtain different status levels that reflect their athletic potential. This approach derives from the domain of game design and is called gamification enriching products, services, and information systems with game-design elements in order to positively influence motivation, productivity, and behavior of users. In the consumer sector, various successful examples for gamication are gaining recognition. Gamication is a persuasive technology that attempts to influence user behavior by activating individual motives via game-design elements. As a consequence, this approach does not deal with designing games that can generally be defined as solving rule-based artificial conflicts or simulations. Thus, gamication needs to be contrasted to related concepts such as serious games and games with a purpose.

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Is There PAPA in Crowd Work? : A Literature Review on Ethical Dimensions in Crowdsourcing

2016-07-18 , Durward, David , Blohm, Ivo , Leimeister, Jan Marco

The phenomenon of crowdsourcing has emerged as a new pattern of digitally mediated collaboration. This novel socio-technical arrangement changes the organization of work as well as its general nature and takes place in information systems (IS) in which humans face many threats to their dignity. For this reason, the importance of ethical issues within this new form of employment arises. Hence, in this paper we focus on the ethical issues in crowd work – a perspective that has been largely neglected by current crowdsourcing research. We analyze recent crowdsourcing literature and extract ethical issues by following the PAPA (privacy, accuracy, property and accessibility of information) concept, a well-established approach in IS. The review focuses on the individual perspective of crowdworkers, which addresses their working conditions and benefits. Although, the literature review exhibits that there are PAPA dimensions in crowdsourcing, only few focus on the crowdworkers as individuals. Our findings contribute to further research in crowdsourcing by introducing an ethical framework and give practical insight into how to design sustainable and ethical crowd work.

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When is Crowdsourcing Advantageous? The Case of Crowdsourced Software Testing

2016 , Leicht, Niklas , Knop, Nicolas , Müller-Bloch, Christoph , Leimeister, Jan Marco

Crowdsourcing describes a novel mode of value creation in which organizations broadcast tasks that have been previously performed in-house to a large magnitude of Internet users that perform these tasks. Although the concept has gained maturity and has proven to be an alternative way of problem-solving, an organizational cost-benefit perspective has largely been neglected by existing research. More specifically, it remains unclear when crowdsourcing is advantageous in comparison to alternative governance structures such as in-house production. Drawing on crowdsourcing literature and transaction action cost theory, we present two case studies from the domain of crowdsourced software testing. We systematically analyze two organizations that applied crowdtesting to test a mobile application. As both organizations tested the application via crowdtesting and their traditional in-house testing, we are able to relate the effectiveness of crowdtesting and the associated costs to the effectiveness and costs of in-house testing. We find that crowdtesting is comparable in terms of testing quality and costs, but provides large advantages in terms of speed, heterogeneity of testers and user feedback as added value. We contribute to the crowdsourcing literature by providing first empirical evidence about the instances in which crowdsourcing is an advantageous way of problem solving.